 Hello everyone, my name is Jörn Mürgen and I'm the business manager of JustiFX. I'm really pleased to welcome you to this webinar, one hour webinar with a title of Less Power Consumption and Unbeatable UI Performance on the JustiFX Plus STM32 L4 Plus Solution. This is hosted by Drartner Graphics in close collaboration with STMicoelectronics. Okay, and here we have the agenda for today. In a minute we will kick it off, Bertrand Denif from STMicoelectronics will walk us through the presentation of the brand new STM32 L4 Plus. After this, I will give you a short introduction to JustiFX before I will hand it over to our product manager of JustiFX Jesper Hedegor making a live demonstration of how you can actually start programming with JustiFX on the new STM32 L4 device. Later we will have a bit of tips and tricks for limiting required resources. We will follow up with a business model of JustiFX and your contact points, contacting ST as well as Drartner. We will finalize picking up questions actually as we go along during the session, please put down your questions in the form line you have available on GoToWebinar and we will actually try to in writing answer all the questions as we go along and we will pick a few one up verbally so we will might not be able to actually cover all questions as we are really a big group at this webinar. So let's kick it off and I will hand it over to Bertrand and I will make you a presenter and you can take it from here. Please go ahead. We see your screen now. Okay thank you very much for inviting us to this webinar. So my name is Bertrand Denis, I'm product marketing on the STM32 L4 and I'm going to present you a new microcontroller called the STM32 L4 Plus which is a new member of the STM32 Ultra Low Power family. So here are the key messages of the STM32 L4 Plus. So Y plus plus because in performance we have stretched the STM32 L4 architecture to gain 50% of performance and reach 120MHz with Cortex M4 and the floating point unit while keeping the best in class ultra low power figures plus also in terms of graphics and innovation with more innovative peripherals for graphic acceleration and display connection plus also for more integration up to 2MB of flash and 640KB of S-RAM, a lot of digital and analog peripherals with a large choice of packages and with a size down to 5x5mm. And finally the last message is regarding the great investments for the user because of this pin-to-pin compatibility all across the STM32 family and also the user can reuse the large STM32 ecosystem. So the first message is relating to the STM32 L4 Plus is regarding the greater performance. The STM32 L4 Plus provides 50 more of performance versus the STM32 L4 while keeping its excellence in terms of power efficiency. So it runs at 100MHz, 150 drive-through MIPS with a Cortex M4 and floating point unit. But it goes also with 2DMA as well as a number of high speed peripherals and what I want to mention because it's new in this product is the two octospiles supporting both North Flash and HyperBus S1. So while it's very good in terms of performance, the STM32 L4 Plus has kept the best in class power consumption figures from STM32 L4 with a full flexibility. The user can select the mode depending on the wake-up time, state of retention and the number of sources required. This slide here shows some examples of ultra low power modes and as you can see a lot of flexibility is provided to the user. The STM32 L4 Plus shows also a very low power consumption in active mode, down to 43MHz. And the best in class power efficiency is proven by the score obtained in the ULP Bench, both on core profile and peripheral profile. We are achieving 233 ULP mark CP, so for the core profile, and 56 ULP mark PP. So this is really something best in class in terms of power consumption and again it's a product running at 120MHz so it's really unique in the market. The second message is reading graphics, so Plus means also more graphics. So we have the Chromart accelerator. The Chromart accelerator is a 2D graphic hardware accelerator which allows to release the core to provide advanced graphics. Several examples of storing this feature are available in our demos, both on discovery kits or evaluation kits. And you can set on or off the Chromart and check the impact on the CPU load. So very interesting features which allows to release the core and better in terms of graphic capabilities and also reduce power consumption. Second thing is running graphics, so we have embedded on this microcontroller a large choice of display interfaces which is quite unique for an ultra-low power microcontroller. So we have both the NIPI DSI which is for example shown in the discovery kit. We have the TFT controller interface and we have also the parallel display interface with the FSMC. So a large choice of display interfaces. The STM4124 Plus albends a new innovative IP called Chrome GRC. We say IP enables to minimize the SRAM size required for a frame buffer in the case of a non-square display. Typically when you are using a secure display you are losing 20% of the memory as the frame buffer needs to be squared. So with the Chrome GRC you are saving 20% of the memory size in the SRAM. And thanks to the large SRAM size embedded, 640 kilobytes, you can directly handle big display. For example, we can support 400 by 400 with 24 bits NIPI DSI around display without any external SRAM. So thanks to this embedded 640 kilobytes of SRAM or also wide QVGA 16 bits TFT display without any external memory. So obviously it's a gain cost, a bomb cost for the customer as well as a power consumption gain for the final application. So that was the second message regarding the STM4124 Plus. We are bending more graphics capabilities in this device. First message is regarding the eye integration. So here is the block diagram of the STM4124 Plus. As you can see a lot of peripherals and features are embedded. A lot of communication peripherals, USB, UART, SPI, etc., etc., can. But what I want to highlight is again the fact that the STM4124 Plus offers a large memory size, up to 2 megabytes of flash and 640 kilobytes of SRAM and with a package which can be down to 5 by 5 millimeter. The final message is regarding the great investment. So if you look at all the STM4124 Portfolio, it offers an extraordinary variety of compatible microcontrollers based on ARM Cortex-M cores, Cortex-M0 and 0 Plus, Cortex-M3, Cortex-M4, Cortex-M7, giving developers a lot of flexibility to find the perfect STM4124 microcontroller for their applications. More than 800 part numbers are now in production in the STM4124 family. So the STM4124 Plus is a great investment and benefits from the pin-to-pin capability across the STM4124 family. So now if you have a look at the ultra-low-power family, you can see that there are already several members. So first one is STM4120, which is cost-effective microcontroller based on Cortex-M0 Plus, the STM412L1 with Cortex-M3, which has a broad range of products, the STM4124 that we launched two years ago, bringing more performance and excellence in ultra-low-power. And now we are adding STM4124 Plus, and the STM4124 Plus completes the ultra-low-power family by providing more performance, more memory, and more packages. Here is the portfolio of the STM4124 Plus. It is available now in 2 megabytes or 1 megabyte of flash, and from 100 pin up to 169 pin in QFP, VGA, or CSP packages. So a lot of choice. You can also select with or without the crypto version. And in addition, several options exist, with or without the NDPDSI or the TFT interface. And the good news is that all this portfolio is fully available and in production, and so it means that you can order it now. Somewhere about the STM4124 Plus ecosystem, in terms of hardware tools, the low-cost nuclear boards for flexible prototyping is available. Also discovery kits with more features, embedded like a NDPDSI run display can be used. And finally, a full future evaluation board is available as well. For the software tools, the STM4124 QBMX can be downloaded on our website. It's enabled to select the product and the package that you want to use, configure the peripherals, and generate a code in order to facilitate the design phase. You can also get an estimation of a power consumption even before starting the design. We are providing, as usual, the embedded software. The first firmware layer is made up from the low-layer driver. That is to say the hardware abstraction layer, HAL, and the low-layer LL API. The HAL implements high portability between STM4124 Series, while the LL API brings the performance aspect to the STM4124 Qube, L4 Plus software. The HAL abstracts the STM4124 Series from one over, thanks to the highly portable sets of API. So entering an easy integration path from one family to another. The low-layer API are a lot closer to the machine, and it constitutes a lightweight, high-performance, expert-oriented, firmware stack for maximum dynamic reactivity and flexibility. For more convenience, the STM4124 Qube, L4, embeds firmware, which comes with a set of middleware bricks like USB, 5-System, et cetera, and graphics, we will talk more about the solution. And in addition, of course, numerous examples are provided to help the customer to understand how to use the software. So as a conclusion, the STM4124 L4 Plus is a unique microcontroller, providing more performance while using the state-of-the-art ultra-low-power technology. It provides more graphics and more integrations to megabyte of flash and 640 kilobytes of this one, and it is a great investment because it is a pin-to-pin compatibility of the rest of the STM4122 family, and you can reuse the STM4122 large ecosystem. You can get more information on st.com.slash.stm4124 L4 Plus, datasheet, reference manual, software, a lot of application notes, technical training, which is very useful if you want to go deeper on the STM4124 Plus. Thank you. Thank you very much, Matan, for this overview of this exciting new device from ST. A few questions is coming in, and one is asking about target applications. What areas of applications are this new device is focusing on? A large choice of application, but obviously mainly on the application running out of battery. To name but a few wearable device, of course, with the display capabilities also can be interesting for HMI display, as well as industrial sensors because industrial sensors request more and more memory, more and more performance, and this is unique features in the market also for metering. So, yeah, let's say all the battery operating system and the STM4124 Plus complements the support for you that we have already on the STM4124. Okay, good. There are a few other questions, but yeah, we will probably answer them in writing. And from our perspective, our GUI perspective, yeah, we see a really powerful device running a battery driven applications. And we have been working with it for some time now and have a demo available, and you will get access to this demo, what's a video on later slides. I will take back the presentation, and I think I'm back here, and I will move on to the next, I'll give you a short presentation of TouchDFX. TouchDFX is a licensed based software tool. What it does is that it's actually making you capable of creating smartphone look and feel UIs based on microcontroller hardware. In order to give you an idea of how customers are utilizing the benefits of TouchDFX making high end UI products, I will share a few customer cases here. The first one is the French company, Samphi, making a remote control for shutters. We have what Samphi needed here to save costs and to achieve a long battery life. Yeah, first of all, they selected a black and white display and a standard purpose microcontroller from ST. With a combination of really nice graphical design and the capabilities of TouchDFX, a really unique Samphi look and feel was created and realized on this platform, and you can read more on our website about this. The next one I will share with you is the UIs based company, IBID, making a smart watch with healthcare functionalities. Here for IBID, it was extremely important to achieve what we can say the real smartphone look and feel and beside this again, a long battery life. Really high resolution, great display, a round display with a resolution of 400 times, 400 was selected and to run it, an STM32 device, the F469, a Cortex-M was selected and TouchDFX was proven to be the best performing GUI library and best performing in the sense of getting the highest level of smartphone look and feel. So this is instant responses, gesture recognitions, smooth transitions and cool animations. So here they actually achieved the smartphone look and feel they were aiming at. These were two use cases within the wearable sector battery driven applications, TouchDFX is aiming at a lot of other stuff, but for this seminar it is the battery driven we are focusing on. You can see much more in our website. A few words on how we actually are stand out from competition. TouchDFX was invented back in 2009 to run on microcontrollers. Everything we do, we focus on limit the required resources and this is in terms of computing power and memory needs. So therefore TouchDFX gives you the unbeatable UI performance and TouchDFX is a very flexible tool open to integrate with any environment and other tools you may wish to use. So in other, so it's a flexible tool making you capable of being in control as a developer creating anything. And finally TouchDFX comes with a set of tools, free of charge, supporting the process from idea to UI product. One of the tools is the GUI builder, the drag and drop GUI builder with automated code generation. It supports both the graphical designer in prototyping and specification tasks as well as it is supporting the developer in fast implementation. We are continuously adding features making TouchDFX easy to use. And we will now actually demonstrate how you can actually get started with TouchDFX. And I will hand it the presentation over to Jesper. You just take it. Yeah. You see the screen? Yes. Yes. Great. Thank you. So now for the demonstration of how to actually get up and running, starting to use TouchDFX. So here on my computer I have installed, I have downloaded the new version of 4.9.2 TouchDFX installer, installed it here. I have ST Link Utility downloaded and installed on my PC as well. And actually that is the only two tools I need to get up and running on the ST hardware. So let me try to open up the designer and let's see if we can do a demo. Okay. So here is the startup screen. We have our create new application window open. For me to create a new application I have a few things to select. So a name and a directory for my project. And then two components, namely the application template and the UI template. So let me explain a little bit about these two components. So one of them is the application template. This is where I want to run this application and how I want it to be structured in my project. So right now the simulator is selected so if I go and push create I will have a project that runs only on the simulator on my PC. That is not what I want. I can click here and I get an overview of all the supported boards from TouchDFX. I switch to ST Microtronics and I see a broad range of devices that are supported. Today we are focusing on this device here, the L4. I can press the info button here and I can read more about the actual application template what is supported. So here we can read that it supports IAR and GCC. It runs on triartas in this resolution and so on. We see a nice picture of the actual board. If I want to read more on how to get up and running on this I can press this link here and I will see an installation guide for this. So if I use IAR I need at the moment a patch for IAR. Here is how to download and how to install it. We need ST Link Utility. You need a new version of ST Link Utility. You can go here to get the information how to actually download this from ST. Okay that is the board I want to select. So now I have selected it as my application template. I can also choose which the starting point of my UI. So by default it's a blank UI but I can also go here and see also a broad range of actual demos that I could, for example, that I could start out from instead. If I want to learn how to use animated image this would be a good place to look. I can press here and see the matching UI templates for the current selected board and right now on this display we have this TouchDFX Watch demo. But for now I will select the blank UI since I want to start from scratch. I press create it downloads the components and combine them together and create the new project on my disk. Okay so here we have the designer with an empty screen and it is empty so I see the empty canvas here. Okay so I'll try to start out my project. I will add a background for this. I select a widget and there's a widget list of widgets over here. It's a tiled image meaning that I can set an image and actually I can stretch this not stretch it but expand it so that the tile will repeat itself and be my background for this screen. I'd like some images in my application so I got some on my desktop here so I have images here. I'll select them and drag them to my image picker here. So now I can add an image to my canvas as well. I can select one of the imported images such as TouchDFX as it is TouchDFX application and add it here. Now I have my first screen here so let's try to run the simulator and see if everything is okay. So I can invoke that from within the designer of course I can also compile it elsewhere I'll show you that later. But here I have the simulator it shows the screen that I have created not very interesting right now but let's change that. So in TouchDFX you have the widgets over here and you have your screen property here on the left side here you have the overview of your screen, the added components so I have my image here it's called image one and I can select it and I can see the properties for it over here. What I also have on this screen is an interaction pane here. So an interaction is a trigger and an action so when something happens I want something else to happen so here on my trigger I have for this screen a hardware button is clicked or screen is entered. So let's select screen is entered which is an event that is triggered when the screen has appeared and the action I want to execute is let's select move widget. So I can, when this trigger happens I will move a widget and the widget I want to use is the image one TouchDFX logo. I can select a position where I want it to move to. This is why minus 100 is above the screen. I can select a easing equation for this movement and I can select that this can be used as a trigger for another interaction. So let's try to run that as well and hopefully I do not know the frame rate that you received this webinar with but you should see an animation of the actual image moving upwards. So now I have that a little bit more interesting but not that interesting at all so let's try a to change screen so this could be a splash screen or something like that so I add a new screen here. I can add a background to that so we can actually see it so we have something on the screen. We can go back to screen one and add a new interaction. This interaction so now I have another interaction is done as a trigger and that is interaction one. And what I want to do is to change screen. I want to change it to screen two and actually that's it. So I can compile again run the simulator and we'll see it in a short while so now it compiles and actually execute the TouchDFX application and you can see I changed to the new screen. Okay so I'm ready to make my let's say main screen here so what I want to do here is I want an image. Let's select an ST logo for this and then I could select a slider which is a widget supported in TouchDFX. We have a set of styles that default looks that you can select for your slider and whatever widget you choose. Of course you can and you should use your own graphics so you can set the exact images that you want to use for this slider. But I'll go with this default style here. So now I have the slider on my screen two, see the animation again, we change here and I have the slider doing nothing but I can move it around. So what I could do here is add an interaction here and since we have a slider I have a new set of things I can select for example slider value changed, I'll select that one and it's the slider one. What do I want to do when this event happens? So I can do a lot of things, I could change screens or like I just did I could move something but what I actually will do here is I want to execute some C++ code. I have two options there, I can either have this call a virtual function that will be called and I can go and write the code in my editor. I can also since it's a small thing I want to do I can also actually just select execute C++ code and write the code here in this small window. So this is for smaller changes that you want to do. If it's a more advanced thing like for example communicating with your backend system and so on this is not the place where you should do it, you should use the virtual function and write it in your editor. But for now I would like to change the alpha value of my image, the ST image. So if you have a look up here it's called image one. So I can say image one set alpha so this is a function on the image widget. The value I would like to use is slider one get value which is the current value that is reported by the slider. So this should update the alpha value of the image. One thing I need to do is to call in value date which will tell the framework that this image has to be redrawn. So now let's execute again, compile the program and lots the simulator. Yeah. We have a. Wait a minute for that. So here you can see now I am adjusting the alpha value of the image. Actually it's not fully solid here so something is wrong and what is wrong is that this slider here reports so it has a property here say minimum so when it's to left it reports zero and maximum the right is 100 but actually my alpha value should be it's an 8 bit value so I should report 255 at the right end. So let's change that and run again. And now we see it becoming full solid to the right. So we have this application and we are have seen the simulator here but since this is all about the L4 we will like to actually execute this on the L4 hardware. So here the application template that I selected for this L4 has been set up so that when I press run target here at the right of a corner it will compile, cross compile it for the ST hardware and actually use ST link utility command line tool to flash the board. So I'll press that and it will start compiling as we can see here and it will flash it afterwards. Okay good, a lot of questions are coming in and some of them we are actually capable of answering in writing. A few of them is addressing IDEs and one is asking here can I, is touch the effect supporting Kyl and J-Link? This is another one Jesper, what IDE can I use? Yes, great, so okay, so yes is it supporting Kyl? That depends on the application template for the particular board. This particular board at the current moment supports IAR and GCC compilation, Kyl is also supported in general by TouchGFX, so there's a library for linking with Kyl and normally that is also included in our application template. Since this is a brand new application template it does not at the current moment support Kyl but it will in the very near future. IDEs to use, I would like to actually show that. So what you can do in your designer here is that you can press browse code, that is give me the directory where this project is located, so it is here. So a few directories here, so we have our code here in the GUI folder, we have our assets that is the images and so on we want to use, we have the target folder here, so here we can see we have GCC, we have a makefile for that and we have IR both in version 7 supported and version 8. We have a simulator, it is GCC makefile and a Visual Studio project, actually I'll try to start the Visual Studio, it might take a while, so let's wait for it. So these are updated automatically by TouchDFX and the designer. So what you can see here is that when I open this application structure up here we see the screen 1 and screen 2 and the files that are needed for this, these screens are here, so if I open screen 2 I can see this is my version as a developer version of screen 2 view, so here I can add things I want to do. In the base class that I can jump to here it is the part of this screen 2 view that is owned by the designer, so this will, you should not tamper with this, this will be updated when you generate code from the designer. You can see here we have the titled image 1, image 1 and slider 1, this is the C++, the source file for this view, you can see here it is generated by TouchDFX designer, actually we can see my code that I wrote in the designer is embedded here, but of course you will not be able to do everything in the designer, so you will need to write a lot of, not a lot, but your application, the part that you will write in code, the logic and so on will be in this view and the presenter class you also have here. When I create a new screen this will be updated automatically in the, I can try to do it in the designer, so if I add a new screen here, generate code and go back here you can see I should reload and now I have screen 3 and the new files here. The same goes for IAR and Kyle, you can have the designer update that, those projects as well so that you can make your changes in the designer, go and write your code, your IAR and compile and flash within there without managing all the new files and so on. To the question about which ID are supported, so these are directly supported from TouchDFX, but of course since TouchDFX and TouchDFX application is C++ code and nothing else, you can also set up a let's say an Eclipse project, add the files there and call our environment to use for example GCC and make to build your application and run it from within say Eclipse or anything else. So it's not a closed system, you can also just use an editor if you're a Emacs guru you should be, you should just use Emacs and you can use our build environment to actually build your code. So we have a build environment here, a shell, so we can go to our TouchDFX project, let's call my project here and here I can say make and I will make my file and I have my output and I can execute it from there. The same goes for Visual Studio of course, I can build there and I can run my simulator and debug and so on using the same way that I always do in Visual Studio, the same goes for IAR and Kyle, it's a C++ program that you flash the board with and you can set the breakpoints and so on. Yes, okay, so that was a brief run through of the actual how to get started on TouchDFX. If you want to have more information you can go to our website touchdfx.com or support.touchdfx.com where you will see our help center where we have getting started articles and knowledge based articles about all the details in TouchDFX, you can visit our forum where we have a lot of active threads about all sorts of things. Yes? Thank you Jesper, it's very good, I will take it back and carry on with the presentation. A little bit about targeted platform and required RAM resources and also actually answering questions about operating systems and what is required. We are targeting display and better display solutions up to around 10 inch displays but actually we have no limitation in TouchDFX, it's more related to the hardware. For operating systems we run on any, the demos you see from our site we are using free Arters but we have customers running on all kind of different Arters. You can actually run on the bare metal without an operating system and we actually have upcoming line of support so this is also an operating system you can use. Standard hardware setup for an UI application, you have this here to run the display and microcontroller or microprocessor, some flash to store images and some RAM to have the stack of TouchDFX, the application and frame buffers. The normal setup is using two frame buffers, in this case we can actually draw to one frame buffer and transferring the other to the display and having a really smooth animation with high frame rate. The frame buffer is actually the part that takes up most memory here and we were focused on this. We have some general numbers of what kind of memory we need and let's focus on the RAM usage. The library itself and application may be around up to 50 kilobytes but the frame buffer depending on the number of pixels, the resolution and the color depth, we can calculate. In this case I have an example of a 480x272 16-bit color depth and two frame buffers we are ending up in around 520 kilobyte of RAM for two frame buffers. This is actually something that we see a big push in the market primarily for the high volume products actually needing applications without external RAM saving costs and as well as saving power consumption. What our solution from ThirstyFX is, first of all if you have available RAM in internal RAM, place two frame buffers in internal RAM and you will have a really smooth and great running application. Second option is actually to utilize RAM in the display, here you can place the second frame buffer and again have a really good setup and this is actually the setup we have on the ST Discovery kit with a new L4 plus device having one frame buffer in internal RAM and the second frame buffer placed in the RAM of the display. But with the ThirstyFX technology you will actually be capable of running with only one frame buffer and place this in internal RAM. You can still have a really nice looking smartphone UI, some limitations but actually you can actually go to the link here in this slide and read a little bit about this, get access to video and actually code examples. And talking about RAM needs and the frame buffer, it's of course really important to know what it takes to run the 16 or 24 bit applications. This is what you need in order to talk about smartphone look and feel, definitely the 16 bit, but the application running on the Discovery kits here to the left, is running a 24 bit color and the resolution 390 times 390. The availability of RAM in the new L4 plus device is 640 kilobytes, this leaves sufficiently RAM to run with one frame buffer in internal and one frame buffer in the RAM of the display. So for you getting started, it's really easy, you can go to our website, get access to ThirstyFX evaluation version, it's a fully functional version and you will get access instantly. With this you can start exploring the available application and if you have the kit from Thirsty, you can actually start seeing your applications running on real hardware. And this you can do before you actually go to buy a license and start your development process. Yes, but also shortly mentioned that we have a lot of free resources on our website helping you getting started, getting started in the next session and the knowledge page and not less the community where you can put in questions, so please be free to use this. The business model of ThirstyFX, it comes in a fully functional version, the evaluation version and you can get access to this from the website. Moving into development phase, you need to buy a license and here we have the license model, it's focusing on the end product. So you buy a license per product, so if you have a microwave oven, you buy one license for microwave oven and if you have another, you have a dishwasher, you also buy a license and your license for the dishwasher. You have two products and volumes, if you have an annual production volume of up to 3,000 per year, you pay 5,000 Euro, you pay this one time and you can produce up to 3,000 units every year of the lifetime of this product. Included in this 5,000 is the first year of support and software updates, second year it's optional if you want to continue with this. So again you pay 5,000 Euro year one, year two, you can pay for the update agreement if you like, if not you pay zero the second year and so forth. If you need to go above 3,000 units, up to 50,000 the one time payment is 50,000 Euro. So above 50,000 we will make a customized license, this we will do also if you have a lot of different product lines, we will customize the license matching your needs. And the tools coming with ToasterFX is free of charge, so there will be no limitations in number of developers. Finding your contact points, please go to our website. Here we have listed all our distributors, all our partners around the world. It's not completely covered but we have a lot, go to their websites and get contacts, your local contacts or you can go directly to us and to me you have my email address here. And for ST, go to your local ST office or ST distributor contacts as you are used to. So we are now having a few time, five minutes for picking up questions and yes but you have a question, you have an answer on the question. So it has been asked if we use the Chrome art for this or how to use the Chrome art, the ST graphic acceleration. So in this application template the port for this board, the Chrome art is utilized fully. So when you for example draw semi-transparent images, the Chrome art will be used and the low micro or MCU load as mentioned earlier in the slideshow is achieved and you as an application developer do not need to think about this. This will happen automatically when using ToasterFX. The same goes for the Chrome GSE, for this port, for this board the Chrome GSE, the optimization for round displays is used. So actually the numbers that were shown by John earlier for the size of the display for this demo board which is a round display you have a 20% cut in the RAM usage so you do not need 456 kilobytes you need 365 kilobytes instead which is a huge save when talking memory inside the microcontroller. We also had a question if this application could go to the, if we could flash the board with this application, actually I pressed the run target button but I never showed you that it actually run on the actual hardware. I can try to do that, I have a webcam, I do not know how good the quality will be but now I am trying to share it so maybe you will see me. I have the board right here, we have the application running and I can set the alpha value here. Additional question here, yes, what about my own target hardware, how do I actually get that up and run, can I do that easily as you can with it? Yes so even in the evaluation version of ToasterFX you can change the hardware abstraction layer, so if you have a custom board or if you have modified your discovery board from ST you can base it on an application template that resembles the one that you have and then you can go and modify it, it is in source code so you can change the configuration and the use of drivers and so on. You can also start from scratch doing an entire port, of course this will be a bigger task than if you can reuse some of what we have done but this is doable and you can do it in the evaluation version so that you can check your ToasterFX application on your real hardware. All of this is of course described in our help center. Great, we are close to closing down here. Bertrand, one question for you and the final comment, that is a question about what actually the main difference is between the new L4 plus series and the existing L4, what is actually the main difference, it's both N-Portex M4 core. For the major difference our V4 plus brings more performance and as well as more memory and more graphics, they are the main difference that suits this L4. It's okay, we will finalize and as it also has been entered, both the presentations as well as the recordings will be made available to you after the seminar here and the questions we haven't managed to answer yet, we will answer to you so all questions will be answered. And please come back to us with further questions and comments. We are here to support you and our support teams around the world. Thank you for now to all of you.